ARAM Mayhem Rankingi ARAM / buildy / ulepszenia
Szczegóły bohatera T4 Ranga #105

Draven build ARAM Mayhem i najlepsze ulepszenia

Draven jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem.

Draven Draven the Glorious Executioner Mag
TierT4
Ranga#105
Win rate47.65%
Pick rate0.50%

N/A

elementy / Procent zwycięstw / Popularność

Dane patcha

N/A

26.9

N/A

#1
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win rate49.48%
Pick rate33.26%
#2
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Win rate55.45%
Pick rate13.41%
#3
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win rate51.89%
Pick rate7.95%

N/Aelementy

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.42%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

51.18%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

51.84%
Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

54.72%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Cena łączna
3,300
Cena
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

50.72%
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

52.63%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Cena łączna
2,650
Cena
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

48.83%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

42.72%
Serpent's Fang Serpent's Fang Serpent's Fang
Cena łączna
2,500
Cena
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

48.68%
Axiom Arc Axiom Arc Axiom Arc
Cena łączna
2,750
Cena
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

55.07%
Edge of Night Edge of Night Edge of Night
Cena łączna
3,000
Cena
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

55.65%
Essence Reaver Essence Reaver Essence Reaver
Cena łączna
3,050
Cena
500

+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.

58.20%

N/A

Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

48.43%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

48.43%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

48.43%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

50.79%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

50.79%
Long Sword Long Sword Long Sword
Cena łączna
350
Cena
350

+10 Attack Damage

53.90%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

53.90%

N/A

#1
The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win rate46.39%
Pick rate20.61%
#2
The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win rate46.71%
Pick rate8.95%
#3
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win rate44.36%
Pick rate3.31%

N/Aelementy

The Collector The Collector The Collector
Cena łączna
3,000
Cena
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

48.11%
Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

49.55%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

47.81%
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

49.24%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Cena łączna
3,300
Cena
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

50.09%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Cena łączna
2,650
Cena
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

48.00%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

52.66%
Essence Reaver Essence Reaver Essence Reaver
Cena łączna
3,050
Cena
500

+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.

49.89%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Cena łączna
3,000
Cena
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

51.77%
Mortal Reminder Mortal Reminder Mortal Reminder
Cena łączna
3,000
Cena
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

46.49%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.01%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Cena łączna
3,200
Cena
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

46.95%

N/A

Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

47.07%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

47.07%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

47.07%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

46.77%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

46.77%
B. F. Sword B. F. Sword B. F. Sword
Cena łączna
1,300
Cena
1,300

+40 Attack Damage

49.55%

Ulepszenia

Ulepszenia / Procent zwycięstw

Ulepszenia
NazwaRzadkośćTierPick rateGry
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Złote
Rzadkość
Złote
Tier
T1
Win rate
56.25%
Pick rate
5.76%
Gry
848

Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT156.25%5.76%848
The Brutalizer The Brutalizer The Brutalizer Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
53.65%
Pick rate
6.52%
Gry
960

Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT153.65%6.52%960
Dual Wield Dual Wield Dual Wield Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
53.28%
Pick rate
7.34%
Gry
1,081

Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT153.28%7.34%1,081
Critical Missile Critical Missile Critical Missile Złote
Rzadkość
Złote
Tier
T1
Win rate
52.67%
Pick rate
18.43%
Gry
2,713

Wybierz Critical Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT152.67%18.43%2,713
Giant Slayer Giant Slayer Giant Slayer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
52.03%
Pick rate
8.03%
Gry
1,182

Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT152.03%8.03%1,182
Goredrink Goredrink Goredrink Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
51.17%
Pick rate
9.56%
Gry
1,407

Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT151.17%9.56%1,407
Upgrade Hubris Upgrade Hubris Upgrade Hubris Złote
Rzadkość
Złote
Tier
T1
Win rate
50.74%
Pick rate
11.90%
Gry
1,752

Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT150.74%11.90%1,752
Vampirism Vampirism Vampirism Złote
Rzadkość
Złote
Tier
T1
Win rate
50.68%
Pick rate
13.51%
Gry
1,989

Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT150.68%13.51%1,989
Fan the Hammer Fan the Hammer Fan the Hammer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
50.51%
Pick rate
8.60%
Gry
1,267

Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT150.51%8.60%1,267
Scopier Weapons Scopier Weapons Scopier Weapons Złote
Rzadkość
Złote
Tier
T1
Win rate
50.41%
Pick rate
17.39%
Gry
2,561

Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT150.41%17.39%2,561
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Złote
Rzadkość
Złote
Tier
T2
Win rate
49.96%
Pick rate
8.47%
Gry
1,247

Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT149.96%8.47%1,247
Get Excited Get Excited Get Excited Złote
Rzadkość
Złote
Tier
T2
Win rate
49.90%
Pick rate
6.74%
Gry
992

Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT149.90%6.74%992
Soul Siphon Soul Siphon Soul Siphon Złote
Rzadkość
Złote
Tier
T2
Win rate
49.79%
Pick rate
6.48%
Gry
954

Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT149.79%6.48%954
Scopiest Weapons Scopiest Weapons Scopiest Weapons Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
49.47%
Pick rate
10.16%
Gry
1,496

Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT149.47%10.16%1,496
Upgrade Collector Upgrade Collector Upgrade Collector Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
49.04%
Pick rate
12.03%
Gry
1,772

Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT149.04%12.03%1,772
Deft Deft Deft Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
48.53%
Pick rate
9.95%
Gry
1,465

Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT148.53%9.95%1,465
Critical Rhythm Critical Rhythm Critical Rhythm Złote
Rzadkość
Złote
Tier
T1
Win rate
47.79%
Pick rate
15.65%
Gry
2,304

Wybierz Critical Rhythm, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT147.79%15.65%2,304
Symphony of War Symphony of War Symphony of War Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
47.71%
Pick rate
5.62%
Gry
828

Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT147.71%5.62%828
Thread the Needle Thread the Needle Thread the Needle Złote
Rzadkość
Złote
Tier
T1
Win rate
47.52%
Pick rate
8.48%
Gry
1,248

Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT147.52%8.48%1,248
Lightning Strikes Lightning Strikes Lightning Strikes Złote
Rzadkość
Złote
Tier
T1
Win rate
47.49%
Pick rate
7.99%
Gry
1,177

Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT147.49%7.99%1,177
Light 'em Up! Light 'em Up! Light 'em Up! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
47.49%
Pick rate
5.55%
Gry
817

Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT147.49%5.55%817
Scoped Weapons Scoped Weapons Scoped Weapons Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
47.13%
Pick rate
7.94%
Gry
1,169

Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT147.13%7.94%1,169
Typhoon Typhoon Typhoon Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
46.27%
Pick rate
8.38%
Gry
1,234

Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT146.27%8.38%1,234
Magic Missile Magic Missile Magic Missile Złote
Rzadkość
Złote
Tier
T1
Win rate
45.91%
Pick rate
5.40%
Gry
795

Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT145.91%5.40%795
Tap Dancer Tap Dancer Tap Dancer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
44.62%
Pick rate
7.32%
Gry
1,078

Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT144.62%7.32%1,078
Executioner Executioner Executioner Złote
Rzadkość
Złote
Tier
T1
Win rate
44.35%
Pick rate
6.85%
Gry
1,008

Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT144.35%6.85%1,008
Slow and Steady Slow and Steady Slow and Steady Złote
Rzadkość
Złote
Tier
T4
Win rate
39.81%
Pick rate
5.87%
Gry
864

Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT139.81%5.87%864
Transmute: Chaos Transmute: Chaos Transmute: Chaos Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
60.87%
Pick rate
2.50%
Gry
368

Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT260.87%2.50%368
Draw Your Sword Draw Your Sword Draw Your Sword Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
58.33%
Pick rate
3.26%
Gry
480

Wybierz Draw Your Sword, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT258.33%3.26%480
Red Envelopes Red Envelopes Red Envelopes Złote
Rzadkość
Złote
Tier
T1
Win rate
58.29%
Pick rate
2.95%
Gry
434

Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT258.29%2.95%434
Stats on Stats! Stats on Stats! Stats on Stats! Złote
Rzadkość
Złote
Tier
T1
Win rate
56.88%
Pick rate
3.01%
Gry
443

Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT256.88%3.01%443
Blunt Force Blunt Force Blunt Force Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
56.69%
Pick rate
3.25%
Gry
478

Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT256.69%3.25%478
Spin To Win Spin To Win Spin To Win Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
54.84%
Pick rate
2.32%
Gry
341

Wybierz Spin To Win, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT254.84%2.32%341
Pandora's Box Pandora's Box Pandora's Box Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
54.63%
Pick rate
1.54%
Gry
227

Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT254.63%1.54%227
Donation Donation Donation Złote
Rzadkość
Złote
Tier
T2
Win rate
54.21%
Pick rate
2.91%
Gry
428

Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT254.21%2.91%428
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
53.90%
Pick rate
1.83%
Gry
269

Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT253.90%1.83%269
Transmute: Gold Transmute: Gold Transmute: Gold Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
53.62%
Pick rate
3.00%
Gry
442

Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT253.62%3.00%442
Stats! Stats! Stats! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
53.39%
Pick rate
1.60%
Gry
236

Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT253.39%1.60%236
Goliath Goliath Goliath Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
53.08%
Pick rate
2.53%
Gry
373

Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT253.08%2.53%373
Poro Blaster Poro Blaster Poro Blaster Złote
Rzadkość
Złote
Tier
T1
Win rate
52.84%
Pick rate
1.56%
Gry
229

Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT252.84%1.56%229
Infernal Soul Infernal Soul Infernal Soul Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
51.10%
Pick rate
4.64%
Gry
683

Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT251.10%4.64%683
EscAPADe EscAPADe EscAPADe Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
50.83%
Pick rate
4.09%
Gry
602

Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT250.83%4.09%602
It's Critical It's Critical It's Critical Złote
Rzadkość
Złote
Tier
T3
Win rate
49.08%
Pick rate
3.32%
Gry
489

Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT249.08%3.32%489
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
48.49%
Pick rate
3.82%
Gry
563

Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT248.49%3.82%563
Critical Healing Critical Healing Critical Healing Złote
Rzadkość
Złote
Tier
T2
Win rate
48.14%
Pick rate
2.92%
Gry
430

Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT248.14%2.92%430
Firebrand Firebrand Firebrand Złote
Rzadkość
Złote
Tier
T2
Win rate
47.40%
Pick rate
3.01%
Gry
443

Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT247.40%3.01%443
From Beginning to End From Beginning to End From Beginning to End Złote
Rzadkość
Złote
Tier
T1
Win rate
47.27%
Pick rate
1.87%
Gry
275

Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT247.27%1.87%275
Slap Around Slap Around Slap Around Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
46.57%
Pick rate
2.38%
Gry
350

Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT246.57%2.38%350
Shrink Engine Shrink Engine Shrink Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
46.33%
Pick rate
3.61%
Gry
531

Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT246.33%3.61%531
Double Tap Double Tap Double Tap Złote
Rzadkość
Złote
Tier
T2
Win rate
45.75%
Pick rate
4.16%
Gry
612

Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT245.75%4.16%612
Speed Demon Speed Demon Speed Demon Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
45.72%
Pick rate
2.54%
Gry
374

Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT245.72%2.54%374
Cerberus Cerberus Cerberus Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
45.42%
Pick rate
4.16%
Gry
612

Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT245.42%4.16%612
Mystic Punch Mystic Punch Mystic Punch Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
44.84%
Pick rate
2.11%
Gry
310

Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT244.84%2.11%310
Spiritual Purification Spiritual Purification Spiritual Purification Złote
Rzadkość
Złote
Tier
T2
Win rate
44.29%
Pick rate
1.90%
Gry
280

Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT244.29%1.90%280
Twice Thrice Twice Thrice Twice Thrice Złote
Rzadkość
Złote
Tier
T2
Win rate
43.62%
Pick rate
3.94%
Gry
580

Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT243.62%3.94%580
ReEnergize ReEnergize ReEnergize Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
43.55%
Pick rate
2.11%
Gry
310

Wybierz ReEnergize, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT243.55%2.11%310
Shrink Ray Shrink Ray Shrink Ray Złote
Rzadkość
Złote
Tier
T4
Win rate
43.27%
Pick rate
3.53%
Gry
520

Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT243.27%3.53%520
Vulnerability Vulnerability Vulnerability Złote
Rzadkość
Złote
Tier
T2
Win rate
42.17%
Pick rate
2.13%
Gry
313

Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT242.17%2.13%313
Omni Soul Omni Soul Omni Soul Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
61.61%
Pick rate
0.76%
Gry
112

Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT361.61%0.76%112
Clown College Clown College Clown College Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
60.48%
Pick rate
0.84%
Gry
124

Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT360.48%0.84%124
Restless Restoration Restless Restoration Restless Restoration Złote
Rzadkość
Złote
Tier
T4
Win rate
56.73%
Pick rate
0.71%
Gry
104

Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT356.73%0.71%104
Nightstalking Nightstalking Nightstalking Złote
Rzadkość
Złote
Tier
T3
Win rate
56.20%
Pick rate
0.82%
Gry
121

Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT356.20%0.82%121
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
55.90%
Pick rate
1.32%
Gry
195

Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT355.90%1.32%195
Back to Basics Back to Basics Back to Basics Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
54.96%
Pick rate
0.89%
Gry
131

Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT354.96%0.89%131
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
54.62%
Pick rate
0.88%
Gry
130

Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT354.62%0.88%130
Weighted Popoffs Weighted Popoffs Weighted Popoffs Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
52.53%
Pick rate
0.67%
Gry
99

Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT352.53%0.67%99
Homeguard Homeguard Homeguard Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
51.54%
Pick rate
0.88%
Gry
130

Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT351.54%0.88%130
Don't Blink Don't Blink Don't Blink Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
51.14%
Pick rate
0.60%
Gry
88

Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT351.14%0.60%88
Leg Day Leg Day Leg Day Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
50.79%
Pick rate
1.28%
Gry
189

Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT350.79%1.28%189
Escape Plan Escape Plan Escape Plan Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
50.65%
Pick rate
1.05%
Gry
154

Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT350.65%1.05%154
Dropkick Dropkick Dropkick Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
50.23%
Pick rate
1.50%
Gry
221

Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT350.23%1.50%221
Snowball Upgrade Snowball Upgrade Snowball Upgrade Złote
Rzadkość
Złote
Tier
T2
Win rate
50.00%
Pick rate
0.60%
Gry
88

Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT350.00%0.60%88
Soul Eater Soul Eater Soul Eater Złote
Rzadkość
Złote
Tier
T1
Win rate
49.62%
Pick rate
0.90%
Gry
133

Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT349.62%0.90%133
Pinball Pinball Pinball Złote
Rzadkość
Złote
Tier
T2
Win rate
49.49%
Pick rate
0.67%
Gry
99

Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT349.49%0.67%99
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
47.83%
Pick rate
0.78%
Gry
115

Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT347.83%0.78%115
Growth Spurt Growth Spurt Growth Spurt Złote
Rzadkość
Złote
Tier
T4
Win rate
47.47%
Pick rate
0.67%
Gry
99

Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT347.47%0.67%99
Goldrend Goldrend Goldrend Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
47.37%
Pick rate
0.77%
Gry
114

Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT347.37%0.77%114
Glass Cannon Glass Cannon Glass Cannon Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
47.26%
Pick rate
1.37%
Gry
201

Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT347.26%1.37%201
King Me King Me King Me Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
46.70%
Pick rate
1.24%
Gry
182

Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT346.70%1.24%182
Blade Waltz Blade Waltz Blade Waltz Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
46.36%
Pick rate
0.75%
Gry
110

Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT346.36%0.75%110
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
45.71%
Pick rate
0.71%
Gry
105

Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT345.71%0.71%105
Cheating Cheating Cheating Złote
Rzadkość
Złote
Tier
T3
Win rate
45.68%
Pick rate
1.10%
Gry
162

Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT345.68%1.10%162
Flashy Flashy Flashy Złote
Rzadkość
Złote
Tier
T5
Win rate
45.45%
Pick rate
0.67%
Gry
99

Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT345.45%0.67%99
Rabble Rousing Rabble Rousing Rabble Rousing Złote
Rzadkość
Złote
Tier
T2
Win rate
45.31%
Pick rate
0.87%
Gry
128

Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT345.31%0.87%128
Bread And Butter Bread And Butter Bread And Butter Złote
Rzadkość
Złote
Tier
T2
Win rate
45.09%
Pick rate
1.17%
Gry
173

Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT345.09%1.17%173
Recursion Recursion Recursion Złote
Rzadkość
Złote
Tier
T2
Win rate
43.37%
Pick rate
0.56%
Gry
83

Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT343.37%0.56%83
Crit Ncast Crit Ncast Crit Ncast Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
42.45%
Pick rate
0.94%
Gry
139

Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT342.45%0.94%139
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
41.96%
Pick rate
0.76%
Gry
112

Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT341.96%0.76%112
Buff Buddies Buff Buddies Buff Buddies Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
41.48%
Pick rate
0.92%
Gry
135

Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT341.48%0.92%135
Overflow Overflow Overflow Złote
Rzadkość
Złote
Tier
T2
Win rate
40.70%
Pick rate
0.58%
Gry
86

Wybierz Overflow, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT340.70%0.58%86
Hextech Soul Hextech Soul Hextech Soul Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
39.29%
Pick rate
0.57%
Gry
84

Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT339.29%0.57%84
Infinite Recursion Infinite Recursion Infinite Recursion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
38.71%
Pick rate
0.63%
Gry
93

Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT338.71%0.63%93
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
34.58%
Pick rate
0.73%
Gry
107

Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT334.58%0.73%107
Ultimate Revolution Ultimate Revolution Ultimate Revolution Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
30.00%
Pick rate
0.68%
Gry
100

Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT330.00%0.68%100
Erosion Erosion Erosion Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
61.54%
Pick rate
0.35%
Gry
52

Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT461.54%0.35%52
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
55.56%
Pick rate
0.43%
Gry
63

Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT455.56%0.43%63
Little Devil Little Devil Little Devil Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
50.91%
Pick rate
0.37%
Gry
55

Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT450.91%0.37%55
Apex Inventor Apex Inventor Apex Inventor Złote
Rzadkość
Złote
Tier
T4
Win rate
49.09%
Pick rate
0.37%
Gry
55

Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT449.09%0.37%55
Heavy Hitter Heavy Hitter Heavy Hitter Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
49.09%
Pick rate
0.37%
Gry
55

Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT449.09%0.37%55
Skilled Sniper Skilled Sniper Skilled Sniper Złote
Rzadkość
Złote
Tier
T2
Win rate
47.14%
Pick rate
0.48%
Gry
70

Wybierz Skilled Sniper, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT447.14%0.48%70
Kill Secured Kill Secured Kill Secured Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
45.95%
Pick rate
0.50%
Gry
74

Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT445.95%0.50%74
Poltergeist Poltergeist Poltergeist Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
45.28%
Pick rate
0.36%
Gry
53

Wybierz Poltergeist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT445.28%0.36%53
Divine Intervention Divine Intervention Divine Intervention Złote
Rzadkość
Złote
Tier
T3
Win rate
45.07%
Pick rate
0.48%
Gry
71

Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT445.07%0.48%71
Tank Engine Tank Engine Tank Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
44.16%
Pick rate
0.52%
Gry
77

Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT444.16%0.52%77
Veil of Warding Veil of Warding Veil of Warding Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
43.94%
Pick rate
0.45%
Gry
66

Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT443.94%0.45%66
Ocean Soul Ocean Soul Ocean Soul Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
43.84%
Pick rate
0.50%
Gry
73

Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT443.84%0.50%73
Repulsor Repulsor Repulsor Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
43.08%
Pick rate
0.44%
Gry
65

Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT443.08%0.44%65
Quantum Computing Quantum Computing Quantum Computing Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
42.62%
Pick rate
0.41%
Gry
61

Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT442.62%0.41%61
OK Boomerang OK Boomerang OK Boomerang Złote
Rzadkość
Złote
Tier
T3
Win rate
41.79%
Pick rate
0.46%
Gry
67

Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT441.79%0.46%67
Ultimate Awakening Ultimate Awakening Ultimate Awakening Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
39.66%
Pick rate
0.39%
Gry
58

Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT439.66%0.39%58
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Złote
Rzadkość
Złote
Tier
T1
Win rate
38.46%
Pick rate
0.35%
Gry
52

Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT438.46%0.35%52
It's Killing Time It's Killing Time It's Killing Time Złote
Rzadkość
Złote
Tier
T1
Win rate
38.03%
Pick rate
0.48%
Gry
71

Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT438.03%0.48%71
Snowball Roulette Snowball Roulette Snowball Roulette Złote
Rzadkość
Złote
Tier
T2
Win rate
36.84%
Pick rate
0.52%
Gry
76

Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT436.84%0.52%76
Ethereal Weapon Ethereal Weapon Ethereal Weapon Złote
Rzadkość
Złote
Tier
T4
Win rate
36.71%
Pick rate
0.54%
Gry
79

Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT436.71%0.54%79
Bread And Cheese Bread And Cheese Bread And Cheese Złote
Rzadkość
Złote
Tier
T3
Win rate
35.29%
Pick rate
0.35%
Gry
51

Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT435.29%0.35%51
With Haste With Haste With Haste Złote
Rzadkość
Złote
Tier
T5
Win rate
35.19%
Pick rate
0.37%
Gry
54

Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT435.19%0.37%54
Marksmage Marksmage Marksmage Złote
Rzadkość
Złote
Tier
T2
Win rate
29.09%
Pick rate
0.37%
Gry
55

Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT429.09%0.37%55

Draven Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

QEW

Go Q > E > W when the enemy team has multiple champions that can repeatedly reach you and your team lacks reliable peel.

RQEW

The clean default is simple: play R > Q > W > E, switch to R > Q > E > W only when peel and interruption are more important than chase, and never abandon Q first unless a specific Mayhem rule or augment directly changes how Draven deals his main damage.

RQWE

Max Q first, take R whenever it is available, max W second, and leave E for last unless the lobby gives you a clear reason to change.

Draven Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Draven counters these champions in ARAM: Mayhem.

Jinx Jinx Jinx T1
Tier
T1
Ranga
#6
Win rate
54.66%
Pick rate
1.18%

Jinx jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Ranga
#72
Win rate
51.01%
Pick rate
0.61%

Kog'Maw jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Twitch Twitch Twitch T2
Tier
T2
Ranga
#45
Win rate
51.77%
Pick rate
1.00%

Twitch jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Sona Sona Sona T2
Tier
T2
Ranga
#38
Win rate
52.11%
Pick rate
0.55%

Sona jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Ranga
#58
Win rate
51.29%
Pick rate
0.83%

Vel'Koz jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Read counter details

Countered By

6

Draven is countered by these champions in ARAM: Mayhem.

Malphite Malphite Malphite T4
Tier
T4
Ranga
#127
Win rate
47.50%
Pick rate
0.92%

Malphite jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Nautilus Nautilus Nautilus T3
Tier
T3
Ranga
#73
Win rate
50.39%
Pick rate
0.83%

Nautilus jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Ranga
#148
Win rate
46.94%
Pick rate
1.01%

Blitzcrank jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Leona Leona Leona T2
Tier
T2
Ranga
#37
Win rate
51.64%
Pick rate
0.65%

Leona jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Veigar Veigar Veigar T3
Tier
T3
Ranga
#81
Win rate
50.14%
Pick rate
0.98%

Veigar jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Xerath Xerath Xerath T2
Tier
T2
Ranga
#61
Win rate
50.90%
Pick rate
0.96%

Xerath jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Read counter details

Draven Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Thresh Thresh Thresh T5
Tier
T5
Ranga
#161
Win rate
45.37%
Pick rate
0.86%

Thresh jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem. Zobacz poradnik bohatera

Thresh

Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there.

Nautilus Nautilus Nautilus T3
Tier
T3
Ranga
#73
Win rate
50.39%
Pick rate
0.83%

Nautilus jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Nautilus

Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane.

Lulu Lulu Lulu T4
Tier
T4
Ranga
#121
Win rate
47.27%
Pick rate
0.46%

Lulu jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Lulu

Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Ranga
#22
Win rate
52.08%
Pick rate
0.39%

Renata Glasc jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Renata Glasc

Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range.

Orianna Orianna Orianna T3
Tier
T3
Ranga
#80
Win rate
50.28%
Pick rate
0.51%

Orianna jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Orianna

Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Ranga
#22
Win rate
52.08%
Pick rate
0.39%

Renata Glasc jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Nautilus Nautilus Nautilus T3
Tier
T3
Ranga
#73
Win rate
50.39%
Pick rate
0.83%

Nautilus jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Orianna Orianna Orianna T3
Tier
T3
Ranga
#80
Win rate
50.28%
Pick rate
0.51%

Orianna jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Draven Draven Draven T4
Tier
T4
Ranga
#105
Win rate
47.65%
Pick rate
0.50%

Draven jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Lulu Lulu Lulu T4
Tier
T4
Ranga
#121
Win rate
47.27%
Pick rate
0.46%

Lulu jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Thresh Thresh Thresh T5
Tier
T5
Ranga
#161
Win rate
45.37%
Pick rate
0.86%

Thresh jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem. Zobacz poradnik bohatera

Synergy mechanism: Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there. Combo: Thresh looks for Hook or Flay when an enemy steps past minions, then Draven walks up with Spinning Axe already active and follows with Stand Aside if the target tries to dash or sidestep. If Draven overextends for the final hit, Lantern should be saved until the enemy commits damage, not thrown too early. Best scenario: This pairing is strongest into teams with one exposed carry or a short-range bruiser trying to farm the wave. Thresh can start the pick, Draven can cash the burst, and the lane can reset before the enemy backline gets a clean angle. Enemy answer: The enemy will hide behind minions, bait Hook, then dive Draven during the miss window. They may also hold displacement or silence for the moment Draven steps toward a falling axe. Failure risk: If Thresh throws Lantern before the fight truly turns, Draven may use it for a small reposition and then have no escape when assassins arrive. If Hook lands too deep, Draven can be baited into chasing through control zones. Recovery: After a missed engage, Thresh should stand between Draven and the enemy front line instead of fishing again immediately. Draven should catch safer axes behind the wave, let Stand Aside interrupt the first diver, and wait for Thresh’s next peel tool before walking forward. 2. Nautilus Synergy mechanism: Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane. Combo: Nautilus starts on the closest high-value target, Draven follows instantly rather than waiting for a perfect backline angle, and Whirling Death can be sent through the locked target if the enemy clumps behind them. Stand Aside is best held for the enemy’s escape or counter-dash, not used as the first button. Best scenario: This duo shines when Draven’s team has enough follow-up damage to delete the first target before the enemy can trade back. A front-to-back fight with Nautilus anchoring the middle gives Draven predictable axe zones and fewer flank threats. Enemy answer: Smart enemies will let Nautilus engage the tank, then collapse on Draven while Nautilus is too far forward to peel. They can also spread out so Whirling Death does not hit multiple priority targets. Failure risk: If Nautilus engages beyond Draven’s safe attack range, Draven either loses damage by staying back or dies trying to catch up. This is especially bad when the enemy has hard dive waiting behind their frontline. Recovery: Nautilus should switch from engage to bodyguard mode after one failed all-in. Stand near Draven, punish the first champion that crosses the minion line, and let Draven rebuild pressure through short trades instead of forcing another deep hook. 3. Lulu Synergy mechanism: Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground. Combo: Draven starts a trade when he has a safe axe landing spot, Lulu speeds or shields him as he steps forward, then saves her strongest defensive tool for the enemy diver rather than spending everything on poke damage. If the enemy commits multiple bodies, Draven kites back while Lulu disrupts the closest threat. Best scenario: This pairing is best when Draven is the main damage source and the enemy has one or two divers who must reach him to win. Lulu lets Draven take controlled aggressive trades, then flips the fight when the dive lands and fails to kill him. Enemy answer: The enemy will try to bait Lulu’s defensive cooldowns with fake engage, then re-enter when Draven walks forward for an axe. Long-range poke can also chip Draven before Lulu gets full value from saving him in all-ins. Failure risk: If Lulu uses protection too early, Draven may feel safe and chase into a second wave of crowd control. If Draven ignores axe safety and runs past his frontline, Lulu cannot cover every angle at once. Recovery: When defensive tools are down, Draven should stop forcing cash-in plays and farm from behind minions. Lulu should ping or posture defensively, save the next shield for committed damage, and help Draven retake space one short trade at a time. 4. Renata Glasc Synergy mechanism: Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range. Combo: Draven plays forward enough to threaten a cash-in, Renata holds her bailout until lethal pressure actually arrives, and the team punishes enemies who keep hitting through her disruption. If the enemy clumps to finish Draven, her ultimate-style fight control can turn their commitment into a bad trade. Best scenario: This pairing is strongest into melee-heavy teams that must run through the same corridor to reach Draven. They dive, Renata delays the kill, Draven keeps attacking the nearest threat, and the enemy loses the clean burst window they needed. Enemy answer: Enemies can answer by poking first, waiting out Renata’s key save, or splitting their engage so Draven cannot hit freely while Renata controls only one angle. Burst from outside Draven’s attack range is also a problem. Failure risk: The combo fails when Draven expects Renata’s save to replace positioning. If he catches axes toward the enemy backline with no frontline nearby, even a delayed death may not become a winning fight. Recovery: After Renata’s save is used, Draven should immediately reset behind his tank or kite toward health relic space instead of chasing. Renata should then play for zoning and peel, not a second aggressive contest without her main safety window. 5. Orianna Synergy mechanism: Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage. Combo: Orianna places the ball on or near Draven when the enemy is looking to dive, then punishes the collapse as Draven kites backward with axes. If Draven’s team starts first, a tank or Snowball engage can carry the ball in while Draven follows with sustained attacks and Whirling Death through the trapped line. Best scenario: This synergy is excellent when the enemy has to group in the narrow lane to reach Draven. Orianna makes that path dangerous, and Draven benefits because enemies cannot freely rush his axe zones without risking a teamfight swing. Enemy answer: The enemy will spread out, poke Orianna’s shield target before committing, or wait until the ball is positioned away from Draven. Assassins may also flank from a side angle so the ball cannot cover every threat. Failure risk: If Draven and Orianna desync, Draven may walk forward while the ball is still zoning elsewhere. That leaves him with damage but no defensive field, which is exactly when hard engage punishes him. Recovery: Draven should track where the ball is before stepping into axe catch locations near the enemy. If the ball is away, he should play slower, use Stand Aside for peel, and let Orianna reposition before the next trade.

Draven’s best teams do not need to be fancy. They need one champion to start fights cleanly, one champion to stop divers, and enough shielding or zoning that Draven can keep attacking without being forced off every axe. If those jobs are covered, he can play aggressively without gambling the whole fight on one catch.

Draven ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityDraven plays as a strong front-to-back marksman, standing behind tanks and using axe damage to win repeated trades in a stable backline pocket.He becomes a high-risk tempo weapon focused on creating kill windows before fights get messy, as extra engage angles and augments disrupt slow patterns.Play for controlled aggression and kill windows, not safe backline scaling.
Axe Catching LogicClean axe rhythm is rewarded, and catching forward axes works because enemies play a predictable line in the narrow map.Axe markers can become bait due to sudden gap closers, long-range crowd control, or augment-driven burst. Drop axes that pull you into danger.A lost axe is recoverable. A dead Draven is not. Choose survival over rhythm.
Stand Aside UsagePlayers often use it as poke or minor disruption during slower fights when threats are more readable.Treat it as a stop sign for committed divers, assassins, or Snowball follow-ups. Using it early for damage wastes your key defensive tool.Hold Stand Aside for when enemies commit, not for poke damage.
Blood Rush TimingFunctions as a simple movement and attack steroid tied to your axe cycle, often spammed to stay active.Save it for moments that change fights: dodging engage, sidestepping Snowballs, chasing confirmed low targets, or resetting spacing after frontline shifts.Save Blood Rush for real threats, not just to look active.
Snowball InteractionSnowball can be a fun engage tool, but Draven should already be careful with reckless use.Treat enemy marks near you as possible all-ins. Shift sideways, hold Stand Aside for follow-up, and punish enemies who arrive too deep.Respect Snowball more than you use it. Dodge and punish, do not int.
Build DisciplineRaw damage stacking gets rewarded because Draven can dominate short trades and snowball gold leads.If dying before meaningful attacks, prioritize durability, lifesteal, or anti-burst. One extra second of uptime often deals more real damage than greedier builds.Build for survival first when facing dive. Dead Draven deals zero damage.

Champion Analysis

Rola / Procent zwycięstw

Ranga

Draven the Glorious Executioner serves as a ranged ADC and high-burst marksman in ARAM: Mayhem, excelling at dealing devastating single-target damage through his spinning axes. His identity centers on aggressive playmaking and mechanical skill, rewarding players who can consistently catch axes to maintain pressure and stack his passive. Draven's core advantage comes from Adoration, his passive, which grants bonus gold on kills based on stacks accumulated through catching returning axes. This creates a snowball potential unique to Draven, where successful execution translates directly into accelerated gold income and item power spikes. His damage pattern revolves around Q, Spinning Axe, which enhances auto-attacks with bonus damage. After each enhanced attack, axes fly back toward Draven, requiring him to move to the landing spot to catch them. This mechanic defines his gameplay rhythm and positioning requirements. W, Blood Rush, provides movement speed and attack speed, helping Draven reposition for catches or chase down targets. E, Stand Aside, offers AoE knockback and slow, giving Draven a practical defensive tool to push away enemy divers and protect his backline. R, Whirling Death, throws two massive axes across the entire ARAM battlefield, functioning as a long-range poke tool or execute against low-health enemies. ARAM's narrow terrain makes axe catching significantly harder than on Summoner's Rift, as limited space restricts movement options and makes positioning more predictable. Players must practice adjusting their movement patterns to account for the constrained environment. The single lane format does benefit Draven's R, as the axes can traverse the full length of the battlefield without obstruction, creating opportunities to secure kills on retreating enemies or poke before engagements. Draven's strategic value lies in his extremely high auto-attack damage output and execute potential, making him a premier choice for teams seeking a dedicated damage carry. His E knockback adds utility that helps compensate for his fragility when facing dive compositions. However, his weaknesses are substantial: he must catch axes to function optimally, he is fragile without defensive tools, he lacks mobility beyond Blood Rush's temporary speed boost, and his mechanical difficulty is high compared to other marksmen. These factors make Draven a high-risk, high-reward champion who demands practice and confidence. His success depends heavily on the player's ability to balance aggressive damage output with the positional awareness needed to catch axes while avoiding enemy engage.

Kluczowe porady

Blog poradników / N/A

Blog poradników

Draven wins Mayhem fights by making enemies respect his axe zones rather than playing like a passive backline turret. He functions as a lane bully who steps forward when enemy control tools are unavailable and backs off before return engage lands. Fights should start from a prepared axe, not a panic auto, with positioning that places catch points slightly behind or to the side. If an axe drops forward into enemy engage range, abandoning it costs less than giving the enemy a free hook, stun, or Snowball follow-up. Draven excels at following clean engages but struggles with face-checking the narrow lane. Frontliners should draw the first spell, and when enemies answer with crowd control, Draven steps into auto range to attack the nearest target. Short trades become all-ins only when enemies lack a clean stop button. Stand Aside should be held for the second enemy rather than the first, since the initial champion may be baiting peel while the real threat commits behind them. Diagonal kiting during dives keeps axe catch points away from the pursuer's path and forces enemies to choose between following, taking autos, or leaving the axe zone. This works especially well near side walls where enemies have less room to dodge. When the team is being engaged upon, Draven should hit the closest locked target rather than wasting time walking around a tank, as his damage can eliminate frontline champions when they are crowd controlled. Enemies target skillshots at axe landing spots, so trapped catches should be abandoned. Retreat through minions when possible, as they block linear threats and force assassins into awkward paths. Standing slightly off-angle behind minions or beside a tank keeps axes landing in safer side pockets instead of the enemy skillshot lane. One step of space behind the catch point prevents enemies from controlling movement patterns. Snowball serves as a punish tool rather than a blind engage button. Draven can follow a marked low-health carry, but second-casting into five ready spells loses axes and wastes damage. Mark first, watch for defensive movement or control spells, then decide if the second cast is safe. Never second-cast when the axe landing zone is behind and the team cannot follow. When behind, stop catching forward axes and play for cleanup instead of first blood. Stay alive through the opening engage, then step forward when enemy chase breaks formation. Give up turret chip if the wave is lost and peel is down, as preserving health matters more than defending a few autos. The best Draven games feel controlled rather than reckless. Prepare axes before fights, punish missed engage, use Snowball only when follow-up is real, and drop any catch that would lead to death. If axe zones stay safe, enemies must choose between backing up forever or walking into sustained damage.

Read full guide

Blog poradników

N/A / Ulepszenia

Blog poradników

Draven the Glorious Executioner requires disciplined positioning and precise axe management to succeed in Mayhem fights. His game plan centers on claiming space without donating axes to dangerous catch positions, trading in short bursts rather than extended brawls, and treating Snowball as a follow-up tool rather than a blind engage button. During early levels, Draven should start slightly behind his frontline to preserve room for axe catches, since enemy poke, Snowball engages, and long-range crowd control can quickly eliminate safe catching space. He must be willing to drop an axe if the catch point would walk him into a hook, stun, or forced Snowball chain. The proper trading rhythm involves walking up when the frontline threatens, throwing one or two empowered autos, then stepping back before enemies can answer. Draven loses value if he never pressures health bars, but one bad catch path can cost summoners or his life. Snowball serves as a follow-up tool early, used to enter auto range after allied tanks land their own crowd control. Throwing it first into five ready enemies typically leaves Draven with no exit and no time to deal damage. When behind minions, he can hold Snowball to punish low-health targets that step forward after using mobility, but only if his support or frontline can move with him. Augment choices should favor options that make autos safer, more frequent, or harder to punish. Against heavy dive, survival takes priority over greed. Against slow poke and weak engage, damage augments help push enemies off the wave. Pushing works when the team can protect Draven and the wave is safe, since fast wave control enables easier axe catches. Stalling becomes necessary when enemies have better early engage or long-range punish tools. By mid levels, Draven becomes oppressive if allowed to hit freely. He should stand close enough to punish enemy cooldowns while keeping diagonal escape paths open, moving in small arcs around fights to maintain pressure while avoiding return fire. Trades work best after enemies miss engage or spend poke on the wave. Mid-game Snowball becomes a kill-confirm tool on targets already controlled, slowed, cornered, or separated from peel, but the threat of the recast can force panic movement without committing to a dangerous dash. Late-game Draven should rarely be the first champion visible in threat range. He stands behind his frontline but close enough to punish targets caught by crowd control. Late trades focus on forcing commitment rather than chip damage, hitting the closest safe champion and backing up when multiple enemies face him. Snowball serves primarily for finishing, repositioning with winning engages, or punishing separated targets. Every late-game decision should lead to either a safe structure take, a controlled retreat, or a committed teamfight with protection in place. Draven needs space, a target, and the discipline to drop dangerous axes to force enemies through brutal damage to win.

Read full guide

Procent zwycięstw

Procent zwycięstw / Popularność

Tier

Draven the Glorious Executioner excels when fights start on his terms, with enemies walking into his axe zone rather than him chasing through theirs. When ahead, his primary strength is controlling space by standing behind his frontline and forcing opponents to commit through minions, traps, or allied poke before he exposes himself. His damage output becomes brutal enough that one caught enemy can chain into a full team fight, but this power comes with a critical weakness: he remains easy to punish if he overextends before his team arrives. Enemies will deliberately aim skillshots at his axe landing spots, so Draven must learn to drop axes that drag him toward death and catch only those that keep him alive. The key to managing a lead is patience. Draven should make enemies spend resources to reach him, then punish during the empty cooldown window. He does not need fancy flank angles when fed—clean axe paths, a teammate in front, and the discipline to stop chasing once fights turn messy are more valuable. Snowball should be used to finish isolated or trapped targets, not to engage blindly against multiple unseen cooldowns. After kills, he should pressure towers only with a clear exit plan, avoiding the common throw of staying for extra damage while low or without escape tools. When behind, Draven must abandon the main character mindset. His role shifts to farming safely, protecting his health, and waiting for enemies to overcommit into his team's control. Bad axe catches become unrecoverable mistakes, so he must drop any axe that lands past his frontline, inside a mage zone, or near a hook angle. He should fight second rather than first, letting his frontline draw out enemy cooldowns before stepping into range to hit the closest safe target. Tunneling the enemy carry while behind leads to death; killing the frontline late is often better than dying trying to reach the backline early. Snowball becomes a defensive tool or confirmed follow-up rather than an engage option. Blind aggression while behind turns Draven into shutdown fuel for the enemy. He must accept low-damage moments where he only hits a tank or clears a wave, as surviving the first engage keeps him relevant for the next fight. Recovery comes from punishing enemy mistakes—fed opponents diving tower, chasing too far, or splitting focus—rather than trying to win fair fights. Augment choices should match the situation. Damage augments work when the team provides peel, but become worthless if Draven is the first target controlled. Mobility and repositioning augments cover his biggest weakness when worth too much gold. Defensive and sustain augments help him survive burst or poke respectively, but do not make him a tank. The fundamental rule across both states is simple: make enemies overreach first, then convert their mistake into a swing.

Read full guide

Ranking bohaterów

Bohaterowie / Rola

Bohaterowie

Draven the Glorious Executioner brings a unique gold-snowball identity to ARAM: Mayhem through his passive, League of Draven, which transforms caught Spinning Axes into potential reward stacks that pay out on champion takedowns. This passive defines his strategic approach more than any other element of his kit. In Mayhem, the passive determines whether Draven converts one strong early fight into a commanding gold lead or falls behind as a short-range marksman with expensive habits. Players must play around cash-out windows carefully, holding ground behind frontline allies and attacking the closest enemy rather than greedily chasing poke damage when a payout is ready. Dying with a large reward built up represents the worst possible trade, as it resets the enemy team's opportunity to recover. Spinning Axe serves as Draven's core damage tool and the foundation of his entire play pattern. The empowered attacks create axe drop locations that Draven must catch to maintain his damage loop. Clean Q uptime makes him hit like a fed carry, while messy axe management leaves him vulnerable to dives and allows enemies to ignore him. The axe landing spot telegraphs where Draven intends to stand next, giving alert opponents a clear target for skillshots and crowd control. Smart Draven players catch only axes that keep them alive or maintain lethal pressure, abandoning catches that would place them in danger. In teamfights, axes should be caught only within the team's control zone, behind tanks or near peel support. Blood Rush provides burst movement and attack speed that rewards controlled aggression rather than serving as a free escape from poor positioning. The ability supports Draven's ideal attack rhythm of stepping in, throwing an axe, catching, and repositioning. Using it to maintain proper spacing proves far more valuable than sprinting into enemy cooldowns or overchasing through dangerous territory. Wasting W leaves Draven without chase or retreat power, creating a prime window for enemy divers to collapse on him during his next axe catch attempt. Stand Aside functions as Draven's primary self-peel and his answer to enemy commitment. This line skillshot disrupts and slows enemies, making it most valuable when saved for champions who can actually kill him rather than wasted on retreating tanks. A well-timed E can stop the first dive and create the cash-out opportunity Draven needs. Missing this ability removes his best peel option and forces more conservative positioning until it returns. Whirling Death extends Draven's reach across the map, allowing him to finish low-health targets and cut through grouped enemies in ARAM's single lane. The ultimate works best when enemies are lined up, crowd controlled, or trapped between Draven's team and their retreat path. Firing along escape routes rather than directly at standing targets maximizes the chance of hitting both the outgoing and returning paths. Draven players must balance patience with execution, as holding R forever for a perfect cast often costs more than securing a reliable kill or assist that triggers a passive payout.

Read full guide

Zobacz poradnik bohatera

Blog poradników / Tier

Blog poradników

Draven in ARAM: Mayhem punishes sloppy hands faster than most marksmen. If you keep your axes controlled, fight from a safe lane angle, and cash in damage when enemies are already committed, he feels brutal. If you chase every axe, walk into crowd control, or burn forward buttons for style, you become the easiest shutdown on the bridge. Chasing every axe no matter where it lands means walking into hooks, knockups, traps, and burst zones just to keep damage rolling. Treat each axe as an offer, not an order. Catch the ones that land behind your front line or to the side of danger, and let unsafe ones drop. If you stepped too far forward, stop attacking, retreat behind your nearest ally, and wait for the enemy's engage tools to be spent before rebuilding pressure. Throwing autos while standing still in the center of the lane makes axe patterns predictable and allows enemy skillshots to line up easily. Move after every attack with purpose and angle catches toward your side of the lane. If you get clipped because you were planted, immediately kite backward instead of trying to win the trade. Using speed boost only to run forward for one more hit leaves no escape when enemies turn. Use speed to dodge, reposition, or secure safe catches first, and only use it aggressively when enemy crowd control or burst has already missed. If you spent it forward and the fight flips, drop the next risky axe, walk diagonally back, and use minions or allies to block follow-up skillshots. Saving displacement or interrupt tools until after a diver reaches you results in eating the full engage. Use these tools early against obvious dash paths or melee champions running straight at you. If the diver reaches you, focus on creating space, attack the closest target, and move toward teammates who can peel. Firing the ultimate with no setup and no escape plan causes you to lose tempo while enemies sidestep or punish your position. Use it when targets are slowed, trapped in narrow lane angles, retreating in a straight line, or distracted by your frontline. If the ultimate misses, back up, clear the wave safely, and wait for the next crowd-control chain. Catching axes at the edge of enemy threat range while low on health allows even light poke to finish you. Prioritize survival over perfect axe uptime when low, and disengage fully until healing or shields appear. Do not hover near the next axe marker just because it feels bad to drop it. Using Snowball as a default engage button rather than a finishing or dodge tool leads to arriving in melee range as a marksman and dying before damage matters. Follow only when the target is isolated, low, and their team cannot instantly collapse. Playing as if Draven must always start damage first causes enemies to save every major spell for you. Let tanks, bruisers, poke, or crowd control create the first opening, then step up when someone is already slowed or displaced. Greeding for kills when enemies still have punish tools available trades your life for damage that may not secure the takedown. Confirm kills only when the target has no escape path or your team can follow instantly. Ignoring enemy engage patterns because damage feels high leads to enemies starting fights exactly where you planned to stand. Track the enemy's best engage spell before each wave and angle catches backward or sideways when it is available.

Read full guide

FAQ

Draven

FAQ

Is Draven a good pick in ARAM: Mayhem? Yes, if you can keep attacking and catch axes under pressure. Pick him when your team has at least one champion who can start fights or peel, then play around short burst windows instead of walking forward alone. The tradeoff is brutal: if you drop axes or get zoned off the wave, your damage falls off fast and safer marksmen become easier to execute. What is Draven trying to do in fights? Draven wants to hit the closest safe target with Spinning Axe active, then cash in when someone gets low. If enemies burn crowd control or dash forward, step into a clean angle, attack once or twice, and back out before they can turn. The tradeoff is that chasing too hard for one kill often puts your axe marker in a dangerous spot. How should I manage Spinning Axe in Mayhem? Keep one axe going before fights and add pressure when your team is ready to contest space. If the catch spot lands forward into enemy threat, let it drop and reset rather than eating a full engage for one more empowered attack. The damage loss hurts, but dying with axes spinning is worse than rebuilding from safety.

Read full guide

Blog poradników

Blog poradników / Zaktualizowano

Blog poradników